COVID-19 Update: We are currently shipping orders daily. However, due to transit disruptions in some geographies, deliveries may be delayed. To provide all customers with timely access to content, we are offering 50% off Science and Technology Print & eBook bundle options. Terms & conditions.
Real-Time Shader Programming - 1st Edition - ISBN: 9781558608535, 9780080515908

Real-Time Shader Programming

1st Edition

Author: Ron Fosner
eBook ISBN: 9780080515908
Paperback ISBN: 9781558608535
Imprint: Morgan Kaufmann
Published Date: 31st December 2002
Page Count: 424
Sales tax will be calculated at check-out Price includes VAT/GST
Price includes VAT/GST

Institutional Subscription

Secure Checkout

Personal information is secured with SSL technology.

Free Shipping

Free global shipping
No minimum order.

Table of Contents

Chapter 1: Introduction
Chapter 2: Preliminary Math
Chapter 3: Mathematics of Lighting and Shading Chapter 4: Introduction to Shaders
Chapter 5: Shader Set Up in DirectX
Chapter 6: Shader Tools and Resources
Chapter 7: Shader Buffet
Chapter 8: Shader Reference (Part I: Vertex Shader Reference and Part II: Pixel Shader Reference) References
About the Author
About the CD-ROM


Now that PC users have entered the realm of programmable hardware, graphics programmers can create 3D images and animations comparable to those produced by RenderMan's procedural programs—-but in real time. Here is a book that will bring this cutting-edge technology to your computer.

Beginning with the mathematical basics of vertex and pixel shaders, and building to detailed accounts of programmable shader operations, Real-Time Shader Programming provides the foundation and techniques necessary for replicating popular cinema-style 3D graphics as well as creating your own real-time procedural shaders.

A compelling writing style, color illustrations throughout, and scores of online resources make Real-Time Shader Programming an indispensable tutorial/reference for the game developer, graphics programmer, game artist, or visualization programmer, to create countless real-time 3D effects.

Key Features

* Contains a complete reference of the low-level shader language for both DirectX 8 and DirectX 9
* Provides an interactive shader demonstration tool (RenderMonkeyTM) for testing and experimenting
* Maintains an updated version of the detailed shader reference section at
* Teaches the latest shader programming techniques for high-performance real-time 3D graphics


Professional game developers, programmers, and real-time graphics programmers. Students in computer animation and computer graphics studying game programming, real-time graphics, rendering, modeling, simulation, and virtual worlds and interactive environments on the web.


No. of pages:
© Morgan Kaufmann 2002
31st December 2002
Morgan Kaufmann
eBook ISBN:
Paperback ISBN:


"If you are new to shaders, there is no better way to learn the topic than to have an expert guide you from beginning to end. Ron Fosner is that guide and his well-crafted book will help you to become a competent shader programmer."

—Dave Eberly, President, Magic Software, Inc., and author of 3D Game Engine Design.

"Real-Time Shader Programming by Ron Fosner has everything you need: well-written background sections, insightful comments, and lots of useful and well-explained code from which to build your own shaders."

—Franz Lanzinger, President, Actual Entertainment, Inc.

"Fosner'sReal-Time Shader Programming provides a timely and complete resource that will introduce newcomers to the excitement of writing their own custom shaders, but will also grow with them and remain an essential reference companion for even the seasoned shader developer."

—Martin Reddy, Graphics Software Engineer at "a Large Animation Studio in Northern California" and author of Level of Detail for Computer Graphics

Ratings and Reviews

About the Author

Ron Fosner

Ron Fosner

A graphics programmer for nearly 20 years, Ron Fosner wrote the book OpenGL Programming for Windows 95 and Windows NT, published articles for Microsoft Systems Journal, Dr. Dobb’s, Game Developer Magazine, Gamasutra, and Microsoft Developer Network CD's, and lectured at the Windows Developer and Game Developers conferences. He currently runs, a graphics consultancy firm.

Affiliations and Expertise

3D Graphics Architect, Ashland, MA, U.S.A.